After another few runs, I can see that some of the things got changed out. The power armour device actually turns you into the power armour now, which is pretty cool itself in design. As well, with a few runs on a dedicated team, the actual push to Warlord himself was not as bad as before, and actually was pretty entertaining compared to most steamrolls I've done.
Warlord's fight was still difficult, and the closest we got was him within 3k HP before a fire patch roasted the last two of our members. Very close, but oddly entertaining. Although I still haven't beat it yet I'm actually starting to like it. Now, if it has costume drops that would be even better.
Then you ought to create a new icon to indicate "Special Alerts". I cannot count how many times I've seen people asking in zonechat "How come the RedSnake/G.R.A.B./Red Winter Grab doesn't count towards the daily Grab quests?". You might want people to think of them as "Special", but you're tagging them as "A Grab that sits in the 4th alert slot for a whole week".
The original fight with GRAB counted as a Grab Alert, I think that's why some people are/were confused.
The Harmon Labs / Warlord Alert is not a grab; it's a custom alert, as with Red Snake / Green Dragon, Red Winter and "G.R.A.B. The Money And Run." We like to use those to combine the immediate-action approach of Alerts with a more elaborate scenario experience. Because they're custom, they're usually longer, don't always follow the rules of the other alerts, and have a variety of twists (the Harmon Labs power armor, the various mechanics of the Warlord fight).
But you may want to bring a rez, just in case.
As other people have pointed out. They three custom alerts are categorized as either grab or smash. They count toward the respective missions of complete x daily, or they did as I haven't run them in a while.
Someone else suggested, either make a new icon, or whatever, but the existing ones fit into one of the existing three.
Rez = Revive. Triumphant Recovery devices they keep spewing in the supply kits or some power that revives you or others.
Although if you get dropped in a fire patch you're screwed, since you'll be torched before you even stand back up.
Hmm... Those Trimphant Recovery devices never work for me. Every time I need one and try to use it, I'm told it's still recharging (even though it doesn't have a countdown clock on it or doesn't appear to be greyed out). I've just started throwing them away.
This affects all my characters...
And there are revive powers, eh? hmm... I thought we automatically revive after dying when we click the respawn button... I don't understand the difference.
Hmm... Those Trimphant Recovery devices never work for me. Every time I need one and try to use it, I'm told it's still recharging (even though it doesn't have a countdown clock on it or doesn't appear to be greyed out). I've just started throwing them away.
This affects all my characters...
And there are revive powers, eh? hmm... I thought we automatically revive after dying when we click the respawn button... I don't understand the difference.
The key difference being if you click the respawn button in the Warlord fight, you aren't able to re-enter the battle. You're locked out until the alert is won or lost.
Its supposed to be a Alert, but it feels more like a Lair, and everybody can queue for this, its fine to add a Hard Mode for people who likes challenges, but most people ain't so good or hardcore, you should Nerf this, and NAO!
Damn it Cryptic, stop listening to the Tryhards and doing things the majority don't find fun. I paid to play the game, not stand outside a stupid laser wall. You mean I can't bast a hole in the floor? Or the fact that I can punch through tanks with my eyebeams or tear down Draconis' Shield from Hell... and I can't smack down a stupid laser barrier?
If not, I want my forcefield made out of the same gorram stuff that barrier is, hot diggty I'd be be flippin' invulnerable!
Real challenge is good, in carefully moderated doses. Fake difficulty through artificial and oft-despised means is absolute bull malarkey, and you ought be ashamed of yourselves.
The lockout nonsense is just that -- nonsense -- but it can be somewhat forgiven in Level 40 Endgame truly final dungeon mission content like Therakiel's Temple -- by level 40 you expect some gear and tactics from people, and given circumstances there aren't "PUGs" for Therakiel. And again, everyone's level 40.
Here, if someone's stupidly determined enough, you could have a freakin' level one get into this nightmare. And even if not, it's an Alert, which were, as I recall, meant to be a very PUGgable activity as intended.
..so then you release something like this, with a boss that has a stupidly-damaging attack that leaves patches of stupidly damaging attacks (to the point "bring a healer" is worthless advice because the damn flames will kill them before they can escape them, and seem to last entirely too long), then locks everyone out making this absurdly long bit of work on the players' art through a tough (but for my PoV, not unreasonable) fight absolutely wasted?
Failing SMASHes? Annoying, but you're usually out no more than 2-5 minutes at worst? This is approaching at least 4-10 times that lost when this idiocy kicks in.
Tryhards ruin games, and fake difficulty is bad design.
I expect better of you guys, I know you can do better. You have done better.
SO do better, and start by either better-balancing this or gettign rid of the blasted, unwanted, much-maligned fake difficulty of that insufferable Lockout.
And file those under the elements of "don't use these again ever" in general, would be nice.
Its supposed to be a Alert, but it feels more like a Lair, and everybody can queue for this, its fine to add a Hard Mode for people who likes challenges, but most people ain't so good or hardcore, you should Nerf this, and NAO!
I thought it was considered a special alert. like Green Dragon, Red Snake, GRAB the money and Run & Nuclear Winter?
Two of my friends queued with me for the Warlord alert, and almost immediately our other two teammates dropped out of the mission once they realized the trash wasn't easy. The three of us then proceeded to clear to and beat Warlord. The challenge is there, yes, but I wouldn't say it's impossible. I don't mind losing a few alerts to learn the fight's mechanics. It's alot of fun once you know what to do.
Ran it last night when it first popped up and right off the bat we lost someone, so we were down to four. The mobs were intense, but the knockback was out of control. Build resistance? i don't think so since I was a constant ragdoll, especially after getting knocked into other mobs, etc, etc, etc.
Just from KB we managed to extra aggro whole rooms of baddies.
Then the final with Warlord. In the first 5 seconds, I attack and defend while he attacks. Then he turns on me and attacks more. I soon realize I'm the only one left on my main level 40 PA toon. The whole team died in the first 5 seconds of his attack. I chip at him and he takes just over half my health in one attack...through R3 Invuln + IDF + Nimbus.
So then we play a game for 3-4 mins of me turtling and healing, then maybe one two small attacks and then even blocking with the above defenses he takes me down a huge way in health. Standoff. He's not killing me and I'm not dying.
I finally think I'll die, so the others can get in as they are all complaining and standing behind the force field wall. I stop blocking and go down and then ta-ta! you failed the mission. Great stuff!
Oh, and it took so long to end that most left already thinking it was stuck. Anyhow, the whole thing is a mess.
:rolleyes:
A grab you can loose? Fire patches on the ground? Maybe a bit overtuned CC.... this place sounds AMAZING! Can't wait to try it out later today! (NOT sarcastic but honestly excited!)
I want everyone who are complaining that it's too difficult to remember the first day or two of Smash Alerts. It was pretty much impossible to win them in the beginning, but now it's so much easier. The same thing will happen with this Alert, when people learn what to do the relative difficulty will decrease.
I want everyone who are complaining that it's too difficult to remember the first day or two of Smash Alerts. It was pretty much impossible to win them in the beginning, but now it's so much easier. The same thing will happen with this Alert, when people learn what to do the relative difficulty will decrease.
1. Grats to whoever designed Warlord and the Shadow Army, because they look amazing. Wishing to see more of them.
2. The difficulty. Cant really say too much about it (I'm not big with numbers), but I guess it's okay. I managed to survive with my squishy ranged DD as long as I expected and was able to tank him with my Melee tank, so I guess that's fine. The fire patches could need a bit of toning down maybe, but that's just my personal opinion.
3. The lock-out system in the Warlord fight. Hmm... I dont like it. I also didn't like it back then in Therakiel's Temple, but it's there so no use in complaining. BUT if the lock-out system has to be in place, make sure it works correctly. During my attempt at handing Warlord his shiny metal *** our team was picked off, BUT we didn't lose the Alert. All we could do was stand in front of the force-field like idiots and listen to Warlord's trash-talk. Please look into this.
EDIT: 4. The devices. While the single power devices seem like nice little knick-knacks and fitting for what they should be, the Prototype Power Armor you're supposed to strap on, could maybe use a little bit of buffing? I'm not sure about this, but everytime I tried the Alert, those who actually used the PPA were the first to die against Warlord. Maybe our resident master builders can say more about that?
"I didn't succeed in my one and single attempt, so obviously it was only made with hardcore players in mind and locks out almost the entire playerbase because I know that nearly everyone in the game thinks like me and don't at all enjoy meaningful challenge!"
I want everyone who are complaining that it's too difficult to remember the first day or two of Smash Alerts. It was pretty much impossible to win them in the beginning, but now it's so much easier. The same thing will happen with this Alert, when people learn what to do the relative difficulty will decrease.
No complains here, just my first experience and maybe someone will learn from it...like don't zerg the mobs or realize Warlord will put you down and out if you're not prepared.
Honestly, my PA toon with Invuln + IDF + RC was holding out just fine and managed to do, well...pretty much all the damage to him cause everyone was already gone. If we had one true tank, possibly a healer it could have been done.
Done this alert maybe 15 times now today and can honestly say that aside from killing Cosmics this is the most fun I've had in the game for ages. I'm hoping this will encourage other players to step up their game and learn to tank beyond "hurhur I'm invincible!". All it takes is telling everybody before the fight to stand behind the boss and don't stand in the fire. Then the tank grabs aggro, turns him away from the squishies and proceeds to pound away and heal up. I've got a good feel now for when he's going to pop a fire patch so I can usually make sure it's out in the middle of nowhere far away from the squishies and out of melee range so I can keep up the aggro.
If I'm honest Grab the money and run was actually harder once the bosses got involved but everybody could faceroll that because there was no lockouts.
Sloth is moreso disappointed that she lost to Warlord after Soloing him without the PA device down to 10K HP. Sloth got knocked back into one of the fire patches. Of course the whole room was like a fire patch at that point. Sloth enjoys the awesome amount of difficulty as this is one of the first things that has truly challenged her in a very long time. Sloth can't wait to see what she can get from doing this Alert.
Just got a Depleted Uranium Core mod from Warlord. "This core causes you to ignore 15% of a targets resistance. This core cannot be ranked up." Not bound.
Well, a target has to have a measure of defense to be penetrated for that 15% to count for something. If they have no defense, i'm guessing that bonus is moot.
Unless im mistaken, baddies that use defense passives are fairly rare. Soo.......
Seems to me to be an item more useful for a PVPer.
Well, a target has to have a measure of defense to be penetrated for that 15% to count for something. If they have no defense, i'm guessing that bonus is moot.
Unless im mistaken, baddies that use defense passives are fairly rare. Soo.......
Seems to me to be an item more useful for a PVPer.
having no or an offense passive doesn't mean the target has zero defenses. Ignore 15%, all the time? That seems useful to more than just PvPers.
Oh, almost forgot: Does anyone already have screenshots of the Shadow Army? I'd like to make a Shadow Army costume for my main.
Forgive the rough quality.. took 3-4, but these bits were all that came out.. the beret and the shirt appear custom....
Tried it again, same broken-arsed results. This needs tweaked. Knockaround spam + tightly packed mobs = clusterf*ck. And since you can do next to nothing to stop being thrown around lke a ragdoll, and unlike (most) bosses you don't build up knock resistance.. yeah. Problem....
Forgive the rough quality.. took 3-4, but these bits were all that came out.. the beret and the shirt appear custom....
Tried it again, same broken-arsed results. This needs tweaked. Knockaround spam + tightly packed mobs = clusterf*ck. And since you can do next to nothing to stop being thrown around lke a ragdoll, and unlike (most) bosses you don't build up knock resistance.. yeah. Problem....
Thanks.
Yep, the shirt and the beret are custom... Hmm... Cryptic? Did I mention you look fabulous today?
having no or an offense passive doesn't mean the target has zero defenses. Ignore 15%, all the time? That seems useful to more than just PvPers.
If we are not talking PVP, then we are talking NPCs.
And other then a few special villain types that run Invulnerability or Defiance everything else has no defense at all. When I hit, I hit them for the full damage of my power. If im already hitting for full damage, what is extra penetration going to do?
If we are not talking PVP, then we are talking NPCs.
And other then a few special villain types that run Invulnerability or Defiance everything else has no defense at all. When I hit, I hit them for the full damage of my power. If im already hitting for full damage, what is extra penetration going to do?
Didn't the On Alert Patch increased enemies difficulty by giving villains and up bonuses, including damage resistance?
I tried this alert a few times on the PTS and loved it. It's an alert I am looking to try out on live. Yeah, I don't care for the lockout (it got me the first time because the rest of the team rushed in while I was fooling around with the PA item you grab before fighting him), but other than that I thought it was a great alert. It's nice to see a non-Smash alert that you can fail with. I'm not a hardcore player, but I do like a challenge.
Note to self: Next time you think you can tank Warlord in Hybrid because the heals will be bigger - don't try it.
-bathes in multiple fire patches- What are ye talking about?
A note on the alert: I don't care much for it. Most of my distaste for it comes from the trash mob fights. There is too much KB spam. I'm running just shy of 400 strength and those mobs send me bouncing around like a ping pong ball. The problem isn't so much that the mobs have KB (although it is excessive) it's that KB res in this game doesn't really do much in thwarting KB. If say having superstatted strength actually stopped KB so it occurred as often as a solar eclipse, then this alert would be higher up on my enjoyable content list. But it doesn't, it doesn't really do much of anything, so I find the first part of this mission a lesson in frustration and how much I despise hard crowd control.
The boss fight is entertaining, but there really needs to be a giant blinking sign that tells players that if they die and hit respawn they're not coming back. Every other alert allows you to return, so it's unfair to expect players to think any differently with this one. Keep the lockout, just let people know there is one in bold text.
Warlord is effectively a tank and spank. He kb spams (blocking doesn't even seem to do much against that) and has very few attacks. The only interesting part are the fire patches, where having a dedicated aggro holder to place the patches away from the dps becomes very handy. The idea is sound, if the fight runs too long you'll eventually run out of fighting space as the room is consumed by flame. It's not a bad fight, and definitely a step up from the regular alert bosses, but it's still a tank and spank which is done to death.
Aye Last run came close with a drop in team... What seemed to work at the start was a distraction
Hes basically staying put .. What i did was use the Temp PA suit as its only a few minute thing anyway..
Four of us went on right angles to him after a Prep from the Balcony.. Left sides no good sand bags give no cover or concealment.. I worked the top but have poor END for long blast so went down right ramp
mostly Mini Gun w a few missile when his shield was low or down..
We had a Fire type a PA a Specialist i believe... and did not win.. But I was able to set up Chest beam at will as the others around him.. .and knocked his HP to a very small amount the others died 1 more hero would have gotten him... Before my suit expired then My Ice Type was toast.. .
I think a Sniper w good Advatages staying at Range could tip scales here.. But the Commando henchmen are
>1 Too fast or stealthy to be norms... IT was the case in Closed Beta CN the PEW PEW norms can be managed but KB is out of whack. Thru maintaint blocks at good advantages..
the non-destructable furniture in the rooms and barrers are a travel pain. mobs a bit too close ambushes every dorrrway or the way they slip behind you is not quite herioic we should have better inate perception.
Like Black Mist STC used to be.
I've done it 3 times and beat it all of them with no one dying in the boss. Maybe it was luck or it was a more organized PUG (I think most probably the second) and about the Knockback fest, I've tried with my inferno AT which is ranged so I dind't get knocked back at all (maybe like 2 times in the whole alert) and with a savage AT, and I got Knocked back like 4 times at most, so I don't think it's too bad, or again maybe it was just luck.
I enjoyed it, longer than the other special alerts and more of a challenge. I guess if I got killed by the boss, having to stay and look wouldn't be too much fun though...
I've only done this alert three times so far (once in PTS and twice on Live) with no problems, but to be fair I wasn't in PUGs either. It seems as long as you have a good tank *pats self on back* that can keep Warlord's attention away from the DPS, then beating him is pretty trivial.
That being said, I absolutely hate the knockbacks. It makes me feel like I wasted specialization points investing in boosting my KB resist when I get bounced around like some superball on crack.
The knockback isn't so bad. My solution has been to make sure that nobody aggro's anything by accident by making sure I grab all the aggro and position myself away from my team and so that any knockback punts me into a wall not another group.
The starting room is easy so long as you do it in 3 stages (front, middle back) and don't move past the line sof bads. The second room with the corridor in the middle is always easy no problems there. The big room with hostages in each corner can be a pain but I make sure to tell everybody to go left in that room so only one quarter of the room gets aggro and then I go clockwise. The first fight in there is the hardest but I've done it many times with PUGs now and it's gone smooth.
The only other room that gives me trouble is the last one before the boss because it's very easy to aggro the whole room very early but I've not yet died in there more than once.
I have noticed that with alot of PUGs they start out bad but by the end of the alert they are behaving themselves and seem to play better. I think it's mostly a case of previous alerts teaching bad habits and the majority soon realise that this alert is different.
At least that's my experience as a tank. I've heard that all squishy teams are having a helluva time.
I really should have read the posts about this alert before doing it.
What a waste of time.
Like the OP said - 50% of the battle is being blasted around by grenades and shotguns(very superheroic there), and then since the group was pretty weak (including a level 9 that spent over 50% of the time just wandering around and not attacking anything - gee go figure) - finally after like 200 rooms of getting tossed around, get blasted to the dirt by two big attacks from Warlord, didnt want to waste a recovery on a new alert - rez, find out about the stupid barrier.
Didnt bother sticking around to watch the rest of the group die, as I was doing about 50% of the total group dps anyway, so it wasnt going to go well.
Awesome - and what - it gives resources at the end? Whatever, 15 minutes of time utterly wasted on an Alert will never be going back to.
Comments
Warlord's fight was still difficult, and the closest we got was him within 3k HP before a fire patch roasted the last two of our members. Very close, but oddly entertaining. Although I still haven't beat it yet I'm actually starting to like it. Now, if it has costume drops that would be even better.
Should put that in the mission description.
The original fight with GRAB counted as a Grab Alert, I think that's why some people are/were confused.
Separate question: Is there a power that removes fire patches on the ground?
Apart from maybe the fire extinguisher device from that one little mission in Westside I doubt it.
Rez = Revive. Triumphant Recovery devices they keep spewing in the supply kits or some power that revives you or others.
Although if you get dropped in a fire patch you're screwed, since you'll be torched before you even stand back up.
Bring some Triumphant Recovery items or a character with a resurrection ability.
As other people have pointed out. They three custom alerts are categorized as either grab or smash. They count toward the respective missions of complete x daily, or they did as I haven't run them in a while.
Someone else suggested, either make a new icon, or whatever, but the existing ones fit into one of the existing three.
http://www.jackalgallery.com/co_images/costume_warlordbracer.jpg
http://www.jackalgallery.com/co_images/costume_warlordhelm.jpg
http://forums.champions-online.com/showthread.php?t=106042&page=27
This affects all my characters...
And there are revive powers, eh? hmm... I thought we automatically revive after dying when we click the respawn button... I don't understand the difference.
The key difference being if you click the respawn button in the Warlord fight, you aren't able to re-enter the battle. You're locked out until the alert is won or lost.
I feel bad for the 12yr olds who just want to play the game and have fun--but can't due to the ridiculous complexity of the system.
~ Flare
Agreed. Just hope they don't swing the nerf bat before i get the chance.
You hear that, Cryptic? Don't nerf. Yet. If you must nerf...wait until at least tomorrow...or never.
I did finally get to do a finished run. 3.4g and one UNTIL rec for all that trouble.
*groan*
Damn it Cryptic, stop listening to the Tryhards and doing things the majority don't find fun. I paid to play the game, not stand outside a stupid laser wall. You mean I can't bast a hole in the floor? Or the fact that I can punch through tanks with my eyebeams or tear down Draconis' Shield from Hell... and I can't smack down a stupid laser barrier?
If not, I want my forcefield made out of the same gorram stuff that barrier is, hot diggty I'd be be flippin' invulnerable!
Real challenge is good, in carefully moderated doses. Fake difficulty through artificial and oft-despised means is absolute bull malarkey, and you ought be ashamed of yourselves.
The lockout nonsense is just that -- nonsense -- but it can be somewhat forgiven in Level 40 Endgame truly final dungeon mission content like Therakiel's Temple -- by level 40 you expect some gear and tactics from people, and given circumstances there aren't "PUGs" for Therakiel. And again, everyone's level 40.
Here, if someone's stupidly determined enough, you could have a freakin' level one get into this nightmare. And even if not, it's an Alert, which were, as I recall, meant to be a very PUGgable activity as intended.
..so then you release something like this, with a boss that has a stupidly-damaging attack that leaves patches of stupidly damaging attacks (to the point "bring a healer" is worthless advice because the damn flames will kill them before they can escape them, and seem to last entirely too long), then locks everyone out making this absurdly long bit of work on the players' art through a tough (but for my PoV, not unreasonable) fight absolutely wasted?
Failing SMASHes? Annoying, but you're usually out no more than 2-5 minutes at worst? This is approaching at least 4-10 times that lost when this idiocy kicks in.
Tryhards ruin games, and fake difficulty is bad design.
I expect better of you guys, I know you can do better. You have done better.
SO do better, and start by either better-balancing this or gettign rid of the blasted, unwanted, much-maligned fake difficulty of that insufferable Lockout.
And file those under the elements of "don't use these again ever" in general, would be nice.
Do better guys. Do better.
I thought it was considered a special alert. like Green Dragon, Red Snake, GRAB the money and Run & Nuclear Winter?
No Warlord is a 5 man alert. There is a 10 man "raid" fighting Gravitar that is still on test server.
Just from KB we managed to extra aggro whole rooms of baddies.
Then the final with Warlord. In the first 5 seconds, I attack and defend while he attacks. Then he turns on me and attacks more. I soon realize I'm the only one left on my main level 40 PA toon. The whole team died in the first 5 seconds of his attack. I chip at him and he takes just over half my health in one attack...through R3 Invuln + IDF + Nimbus.
So then we play a game for 3-4 mins of me turtling and healing, then maybe one two small attacks and then even blocking with the above defenses he takes me down a huge way in health. Standoff. He's not killing me and I'm not dying.
I finally think I'll die, so the others can get in as they are all complaining and standing behind the force field wall. I stop blocking and go down and then ta-ta! you failed the mission. Great stuff!
Oh, and it took so long to end that most left already thinking it was stuck. Anyhow, the whole thing is a mess.
:rolleyes:
Stop using your logic Poochie!
1. Grats to whoever designed Warlord and the Shadow Army, because they look amazing. Wishing to see more of them.
2. The difficulty. Cant really say too much about it (I'm not big with numbers), but I guess it's okay. I managed to survive with my squishy ranged DD as long as I expected and was able to tank him with my Melee tank, so I guess that's fine. The fire patches could need a bit of toning down maybe, but that's just my personal opinion.
3. The lock-out system in the Warlord fight. Hmm... I dont like it. I also didn't like it back then in Therakiel's Temple, but it's there so no use in complaining. BUT if the lock-out system has to be in place, make sure it works correctly. During my attempt at handing Warlord his shiny metal *** our team was picked off, BUT we didn't lose the Alert. All we could do was stand in front of the force-field like idiots and listen to Warlord's trash-talk. Please look into this.
EDIT: 4. The devices. While the single power devices seem like nice little knick-knacks and fitting for what they should be, the Prototype Power Armor you're supposed to strap on, could maybe use a little bit of buffing? I'm not sure about this, but everytime I tried the Alert, those who actually used the PPA were the first to die against Warlord. Maybe our resident master builders can say more about that?
/AlertFist to FlyingFinn
"I didn't succeed in my one and single attempt, so obviously it was only made with hardcore players in mind and locks out almost the entire playerbase because I know that nearly everyone in the game thinks like me and don't at all enjoy meaningful challenge!"
There, Am I doing it rite?
No complains here, just my first experience and maybe someone will learn from it...like don't zerg the mobs or realize Warlord will put you down and out if you're not prepared.
Honestly, my PA toon with Invuln + IDF + RC was holding out just fine and managed to do, well...pretty much all the damage to him cause everyone was already gone. If we had one true tank, possibly a healer it could have been done.
If I'm honest Grab the money and run was actually harder once the bosses got involved but everybody could faceroll that because there was no lockouts.
One day, one minute, Warlord will fall, and I shall have my revenge!
Is this good?
Unless im mistaken, baddies that use defense passives are fairly rare. Soo.......
Seems to me to be an item more useful for a PVPer.
having no or an offense passive doesn't mean the target has zero defenses. Ignore 15%, all the time? That seems useful to more than just PvPers.
Forgive the rough quality.. took 3-4, but these bits were all that came out.. the beret and the shirt appear custom....
Tried it again, same broken-arsed results. This needs tweaked. Knockaround spam + tightly packed mobs = clusterf*ck. And since you can do next to nothing to stop being thrown around lke a ragdoll, and unlike (most) bosses you don't build up knock resistance.. yeah. Problem....
We didn't lose a single member to him. Yeah! Woot!
Wow. That was quite fun. Although this alert can be difficult, if you run it right and with the right group you can beat it with some practice.
Might I also say that the costume pieces are awesome, so those are going to be fun to go for.
Thanks.
Yep, the shirt and the beret are custom... Hmm... Cryptic? Did I mention you look fabulous today?
They really do look cool tho -- best part of a (sketchy in places otherwise) alert..
and no problem pard. Glad to help!
If we are not talking PVP, then we are talking NPCs.
And other then a few special villain types that run Invulnerability or Defiance everything else has no defense at all. When I hit, I hit them for the full damage of my power. If im already hitting for full damage, what is extra penetration going to do?
Didn't the On Alert Patch increased enemies difficulty by giving villains and up bonuses, including damage resistance?
-bathes in multiple fire patches- What are ye talking about?
A note on the alert: I don't care much for it. Most of my distaste for it comes from the trash mob fights. There is too much KB spam. I'm running just shy of 400 strength and those mobs send me bouncing around like a ping pong ball. The problem isn't so much that the mobs have KB (although it is excessive) it's that KB res in this game doesn't really do much in thwarting KB. If say having superstatted strength actually stopped KB so it occurred as often as a solar eclipse, then this alert would be higher up on my enjoyable content list. But it doesn't, it doesn't really do much of anything, so I find the first part of this mission a lesson in frustration and how much I despise hard crowd control.
The boss fight is entertaining, but there really needs to be a giant blinking sign that tells players that if they die and hit respawn they're not coming back. Every other alert allows you to return, so it's unfair to expect players to think any differently with this one. Keep the lockout, just let people know there is one in bold text.
Warlord is effectively a tank and spank. He kb spams (blocking doesn't even seem to do much against that) and has very few attacks. The only interesting part are the fire patches, where having a dedicated aggro holder to place the patches away from the dps becomes very handy. The idea is sound, if the fight runs too long you'll eventually run out of fighting space as the room is consumed by flame. It's not a bad fight, and definitely a step up from the regular alert bosses, but it's still a tank and spank which is done to death.
Hes basically staying put .. What i did was use the Temp PA suit as its only a few minute thing anyway..
Four of us went on right angles to him after a Prep from the Balcony.. Left sides no good sand bags give no cover or concealment.. I worked the top but have poor END for long blast so went down right ramp
mostly Mini Gun w a few missile when his shield was low or down..
We had a Fire type a PA a Specialist i believe... and did not win.. But I was able to set up Chest beam at will as the others around him.. .and knocked his HP to a very small amount the others died 1 more hero would have gotten him... Before my suit expired then My Ice Type was toast.. .
I think a Sniper w good Advatages staying at Range could tip scales here.. But the Commando henchmen are
>1 Too fast or stealthy to be norms... IT was the case in Closed Beta CN the PEW PEW norms can be managed but KB is out of whack. Thru maintaint blocks at good advantages..
the non-destructable furniture in the rooms and barrers are a travel pain. mobs a bit too close ambushes every dorrrway or the way they slip behind you is not quite herioic we should have better inate perception.
Like Black Mist STC used to be.
I enjoyed it, longer than the other special alerts and more of a challenge. I guess if I got killed by the boss, having to stay and look wouldn't be too much fun though...
That being said, I absolutely hate the knockbacks. It makes me feel like I wasted specialization points investing in boosting my KB resist when I get bounced around like some superball on crack.
The starting room is easy so long as you do it in 3 stages (front, middle back) and don't move past the line sof bads. The second room with the corridor in the middle is always easy no problems there. The big room with hostages in each corner can be a pain but I make sure to tell everybody to go left in that room so only one quarter of the room gets aggro and then I go clockwise. The first fight in there is the hardest but I've done it many times with PUGs now and it's gone smooth.
The only other room that gives me trouble is the last one before the boss because it's very easy to aggro the whole room very early but I've not yet died in there more than once.
I have noticed that with alot of PUGs they start out bad but by the end of the alert they are behaving themselves and seem to play better. I think it's mostly a case of previous alerts teaching bad habits and the majority soon realise that this alert is different.
At least that's my experience as a tank. I've heard that all squishy teams are having a helluva time.
What a waste of time.
Like the OP said - 50% of the battle is being blasted around by grenades and shotguns(very superheroic there), and then since the group was pretty weak (including a level 9 that spent over 50% of the time just wandering around and not attacking anything - gee go figure) - finally after like 200 rooms of getting tossed around, get blasted to the dirt by two big attacks from Warlord, didnt want to waste a recovery on a new alert - rez, find out about the stupid barrier.
Didnt bother sticking around to watch the rest of the group die, as I was doing about 50% of the total group dps anyway, so it wasnt going to go well.
Awesome - and what - it gives resources at the end? Whatever, 15 minutes of time utterly wasted on an Alert will never be going back to.